Lumiya's Lightwhip (SWG#5, text, page 47 & sidebar, page 48)
Model: Lumiya's LightwhipType: Custom melee weaponScale: CharacterSkill: Dexterity: LightwhipCost: Not available for saleAvailability: 4, XDifficulty: ModerateDamage: Strength +3D+2 (maximum: 7D)Game Notes: Lumiya's lightwhip is armed with lacerating tentacles formed from a Kaiburr crystal shard and Mandalorian iron. In addition to its use as a weapon, the whip grants its user a +1D bonus to rolls when attempting to trip or disarm opponents.

Sarcev Quest's Short Lightsaber (SWG#5, page 48)
Model: Sarcev Quest's Short LightsaberType: LightsaberScale: CharacterSkill: Dexterity: LightsaberCost: Not available for saleAvailability: 4, XDifficulty: DifficultDamage: 4DGame Notes: Sarcev Quest's lightsaber is listed as being a "short lightsaber," so I've given a D6 approximation of it here.

Ships 

The Singularity (SWG#5, sidebar, page 46)The Singularity is a standard Imperial I Star Destroyer, with the following changes:Type: Modified Imperial I Star Destroyer
Hyperdrive Multiplier: x1.5Hyperdrive Back-Up: x6Shields: 2D+1Notes: Equipped with a stygian-triprismatic polymer that makes it difficult to detect with sensor equipment. All treated objects (starships, vehicles, and armor) confer a -2D penalty to Search and Sensor skill rolls made to find or detect them. This penalty also reduces bonuses granted by Fire Control systems to a minimum of 0D. Against dark backgrounds, a treated object's lines are partially indistinct, and the difficulty to hit it is increased as if the object were under ½ cover.

Corrupted Snake (SWG#5, page 63)
Dexterity 2D+2
Perception 2D+2hide 4D+2
search 6D
sneak 6DStrength 7D+2Special Abilities:Bite: Does Strength +1D+2 damage.Constrict: The corrupted snake can attempt to constrict a foe. It must first make a successful Brawling skill roll to grab its opponent, after which it must succeed in an opposed Strength check. If successful, it inflicts its Strength rating in damage each turn until the victim breaks free or dies.Exceptional Reflexes: Corrupted snakes gain a +1D bonus to all Perception rolls made to determine initiative.Poisonous: The venom of a corrupted snake is similar to Sith poison (see the entry on Sith poison in the Dark Side Sourcebook conversion file), with the exception that only a single Willpower or Control roll need be made to purge the venom from a character's system. This venom can be milked from a subdued corrupted snake, but requires a Difficult Beast Riding (or similar animal-handling) skill roll. For each five points the difficulty number is exceeded on this roll, one additional dose of venom is extracted. A complication on this roll indicates that the would-be milker has been bitten.Move: 8Size: 10 meters long

Sith Warbird (SWG#5, page 63)
Dexterity 3Dbeak attack 3D+2Perception 2DStrength 6D+1climbing/jumping 7DSpecial Abilities:Battle Harness:A Sith warbird equipped with a battle harness can accommodate a rider. A battle harness provides the warbird with armor, which grants +2D to the warbird's Strength rolls to resist damage. In addition, the harness is equipped with a cockpit that provides ¾ cover to the rider, special reins that add a 1D bonus to the riders Beast Riding skill rolls, and a mounted blaster cannon (use statistics for an E-Web blaster, see SWD6, pages 231, 233, and 263).Beak: Does Strength +1D+1 damage.Trample: Does Strength +1D damage.Move: 10Size: 6 meters tall, 10 meters long

Sith Familiar (SWG#5, pages 63-64)
Dexterity 5D
Perception 2D+1hide 5D, search 4D+1, sneak 3D+2Strength 0D+2
Control 3DForce Powers: Enhance Attribute.
Special Abilities:Alchemically Created: A Sith familiar can be created by following the instructions written on Sith scrolls, or contained in a Sith holocron. This requires 10,000 credits worth of materials, an alchemical apparatus (see the Dark Side Sourcebook), and a Very Difficult Alter roll when using the Alchemy Force skill.Bite: Does Strength +2 damage.Claws: Do Strength +1 damage.Force Conduit: The master of a Sith familiar can use certain Force powers as if she were are the familiar's location. These powers include Enhance Attribute, Force of Will, Illusion, Life Detection, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential, and Telekinesis. Additionally, the familiar's master can use Affect Mind, Create Force Storms, Hatred, Memory Wipe, or Waves of Darkness as if he were at its location, but this has a 3 in 6 chance of destroying the familiar.Force Resistance: Sith familiars are resistant to Force powers that utilize the Sense skill, and receive a +3D bonus to any Perception or Control rolls made to resist these powers. Any Sense powers used against a Sith familiar that do not grant a resistance roll have their Sense difficulty increased by +10.Force-Sensitive: Sith familiars are Force-sensitive.Move: 4 (ground), 15 (fly)Size: 0.5 meter wingspan

Equipment 

Meditation Chamber (SWG#5, pages 64-65)A typical meditation chamber provides a +1D bonus when using the Accelerate Healing, Enhanced Coordination, Farseeing, Illusion, Projective Telepathy, and Receptive Telepathy Force powers. Each time the chamber is used to gain this bonus, the user gains a Dark Side Point. Additionally, the meditation chamber doubles the speed of natural healing. Meditation chambers must be custom-built. Anyone using a chamber not specifically made for them has the Force skill bonuses reduced to +1 pip, and gains an additional Dark Side Point. Construction of a meditation chamber requires schematics available only in Sith scrolls and holocrons, material costs as listed in the article, and a Heroic Alter roll when using the Alchemy Force skill.

Focusing Chamber (SWG#5, pages 65-66)A typical focusing chamber amplifies the following Force powers: Create Force Storms, Enhanced Coordination, Farseeing, Force Wind, Hatred, Illusion, Projective Telepathy, Receptive Telepathy, and Telekinesis. Any use of a focusing chamber grants the user an additional Dark Side Point. The chamber requires a full minute of concentration prior to any powers being used. Using a chamber for ten minutes fatigues the user, and half an hour exhausts him completely. The Force powers used through a focusing chamber operate somewhat differently than normal, as noted below:
Create Force Storms: A successful use of the Farseeing power allows the user to summon a storm anywhere on the same planet. The maximum and minimum storm diameters are doubled, as is damage. Use the following ranges in lieu of those listed in the Force Power description when using Create Force Storms in a focusing chamber: +5 for 200 meters or less, +10 for 200 meters to 2 kilometers, +15 for a base of 2 kilometers, +2 for every addition 2 kilometers, and +5 for every 2D of damage.Enhanced Coordination: This power affects ten times the number of targets, and the difficulty increase for proximity is halved (round fractions up).Farseeing: A focusing chamber grants a +3D bonus to the use of this power.Force Wind: The area affected, duration, and range of this power are increased by ten times.Hatred: The affected area of this power is doubled to twenty meters. Amplified Hatred inflicts 5D damage, and gives each affected character a -2D penalty to all rolls while in the area of effect.Illusion: A focusing chamber grants a +3D bonus to the use of this power, and increases the range of the power to 100,000 meters.Projective Telepathy: A focusing chamber grants a +3D bonus to the use of this power, and the difficulty increase for proximity is halved (round fractions up).Receptive Telepathy: A focusing chamber grants a +3D bonus to the use of this power.Telekinesis: A focusing chamber grants a +3D bonus to the use of this power, and the difficulty increase for proximity is halved (round fractions up).

Construction of a focusing chamber requires schematics that are available only in some Sith scroll and holocrons, incredible resources, and a huge cavernous space. In addition to the material costs and space requirements listed in the article, construction would take an alchemist 3 years to complete, and require a Heroic +15 Alter roll when using the Alchemy Force skill.

Artifacts 

Sith Sarcophagus (SWG#5, page 66)If the Dark Side spirit is within ten meters of its Sarcophagus, Force-sensitive characters within ten meters must make Moderate Control or Willpower rolls or succumb to feelings of anger, fear, and aggression. If a character who has failed this roll attempts to call on the Force at any time within 24 hours, he will automatically call on the Dark Side. If any character finds himself laying inside a Sith sarcophagus for more than a single full round, he must make a Moderate Willpower roll or be possessed by the Dark Side spirit. Transferring the essence of a living being into a Sith sarcophagus requires that one be custom built. Materials costs are as listed in the article, and the being creating the sarcophagus must have the Alchemy Force power and another living being to sacrifice. To complete the process, the Force user must successfully use the Transfer Life Force power. For every 100 lives that are willingly sacrificed, the difficulties on the use of the Transfer Life power are reduced by 1.

Sith Scrolls (SWG#5, page 66)To read a Sith scroll requires that the reader be familiar with the Sith language, either through pre-established character knowledge, or a Very Difficult Languages roll. A Sith library typically contains 16D scrolls. The chance that a character finds the information he is searching for is a cumulative 1% per scroll researched. Time spent researching is equal to that listed in the article.

Stingbeams (SWG#5, sidebar, page 70)
Model: Generic StingbeamType: StingbeamScale: CharacterSkill: Blaster: StingbeamAmmo: 5Cost: 400 creditsAvailability: 2, F, R, or XRange: 1-2/4/6Damage: 4D (Stun)Game Notes: A stunning weapon that is smaller than a hold-out blaster. Increase the listed price to 1,500 credits for a model that adds +5 to the difficulty of any Search or Sensors rolls made to detect it.

Life Crystals (SWG#5, sidebar, page 70)
Model: Life CrystalType: Alien TechnologyCost: 5,000 credits per crystal (up to the Rise of the Empire); 25,000 credits (later eras, black market)Availability: 3, RGame Notes: After the first week of wearing a life crystal, roll 2D to determine its effects on the wearer:

Each successive year, the wearer rolls again and can gain additional bonuses. The bonuses are cumulative, as are bonuses awarded by multiple life crystals. If a life crystal is not worn for 24 hours, the bonuses become penalties. If the crystal is replaced within a week, the bonuses are restored. If the crystal is not replaced, the penalties will wear off in one year.

Miscellaneous Rules 

A Walk Through the Woods (SWG#5, sidebar, page 71)For every 24 hours spent in the life orchards, a character must succeed in a Moderate Perception or Strength roll (use the better of the two attributes). If failed, roll 1D and consult the following chart:

Once the character leaves the orchards, the penalties last thirty days. If a character loses more than 2 pips in any one attribute, the loss is permanent. A long and "gentle" exposure to the orchards requires only one roll per month.

Flamewind (SWG#5, text, pages 69-70)Flying during the Flamewind results -10 to all skill rolls made. There is also a 2 in 6 chance that ship systems will fail (roll 1D on the "Lightly Damaged" column of the Starship Damage table, SWD6, page 128).

Shield Camouflage (SWG#5, sidebar, page 73)In areas of stellar disturbance, such as nebulas, a ship equipped with shield camouflage will blend in with the dust. This bestows a 3D+1 penalty to any Sensors rolls made to detect the ship, and this penalty also reduces bonuses granted by Fire Control systems to a minimum of 0D. While so camouflaged, shields must be powered down or the bonus is lost.

Alien Species 

Toka (SWG#5, sidebar, page 72)
Average Toka. Dexterity 2D, Knowledge 1D+1, Mechanical 2D, Perception 1D+1, Strength 2D, Technical 1D+1.
Home Planet: Rafa VAttribute Dice: 10DDEXTERITY 1D+1/4DKNOWLEDGE 1D/3D+1MECHANICAL 1D+1/4DPERCEPTION 1D/3D+1STRENGTH 1D+1/4DTECHNICAL 1D/3D+1Special Abilities:Skill Bonus: Toka characters gain a permanent +1D bonus to the Hide and Scholar: Sharu Legends skills.Story Factors:The Awakening: A few years before the Battle of Endor, Lando Calrissian activated the Mindharp of the Sharu, which "awoke" the Toka, who then became the Sharu. Toka characters who awaken add 2 to their Move score, +1D each to both their Knowledge and Technical attributes, and trade their own special abilities for those of the Sharu.Move: 8/10Size: Unlisted, but likely @1.8 meters tall on average.

Sharu (SWG#5, sidebar, page 72)
Average Sharu. Dexterity 2D, Knowledge 2D+1, Mechanical 2D, Perception 1D+1, Strength 2D, Technical 2D+1.
Home Planet: Rafa VAttribute Dice: 12DDEXTERITY 1D+1/4DKNOWLEDGE 1D+2/4D+1MECHANICAL 1D+1/4DPERCEPTION 1D/3D+1STRENGTH 1D+1/4DTECHNICAL 1D+2/4D+1Special Abilities:Martial Arts: Sharu characters begin play with two extra skill dice, which they must assign to the Martial Arts skill as presented in the "Rules of Engagement" supplement. If this supplement is unavailable, these extra dice must be assigned to the Brawling and Brawling Parry skills.
Sharu Technology: Sharu technology is incredibly advanced. When attempting to use Sharu technology, beings of other species suffer a -2D penalty. If a character takes the time to learn Scholar: Sharu Technology to a level of 6D or higher, this penalty is negated. This skill can only be learned from a Sharu, or a non-Sharu character who meets this requirement.Move: 10/12Size: Unlisted, but likely @1.8 meters tall on average.

Adult Oswaft (SWG#5, sidebar, page 75)
Dexterity 2D+2
maser beam 4DKnowledge 4Dscholar: games 4D+1, scholar: ThonBoka 6D+1, survival 4D+2Mechanical 3D+1astrogation 5D+1, capital ship pilot (themselves) 6DPerception 3Dpersuasion 4D+2Strength 1D (Capital-scale)
Technical 4D+1first aid 5D+1, simple matter alteration/creation 6DSpecial Abilities:Bite: Does Strength +2 damage (Capital-scale). If the oswaft's attack roll exceeds the to-hit number by more than 10, it has swallowed the target whole. Oswafts can only swallow starships that are less than 250 meters in size. Swallowed ships automatically suffer the oswaft's bite damage each round unless they can escape. Use the oswaft's pilot skill roll when biting.Darkvision: Oswafts can see up to 20 meters in total darkness.Can Survive in Vacuum: Oswafts live in the vacuum of space.Capital Scale: Due to their size, adult oswaft are considered to be Capital scale for the purposes of taking and inflicting damage. They have a Space movement rating of 1.Maser Beam: Does 6D damage (Capital-scale), range: 1-5/20/40.Microwave Manipulation: Oswaft manipulate microwave energy in order for besnt space and time, which allows them to travel through hyperspace as a starship with a x2 hyperdrive. They can also focus microwaves into a maser beam (see Maser Beam), transmit to and receive signals from standard electronic communications gear, and change the molecular structure of matter in order to create simple compounds.Space: 1Size: Elder oswaft have a wingspan nearly a kilometer wide.

University of Sanbra Guide to Intelligent Life: The Chiss (SWG#5, page 108)

Equipment 

Charric (SWG#5, sidebar, page 109)
Model: Standard Charric RifleType: Charric RifleScale: CharacterSkill: CharricAmmo: 40Cost: n/aAvailability: 3, XFire Rate: 1Range: 3-8/30/60Damage: 4D6Notes: Not a blaster, but a weapon firing a maser-guided particle discharge that delivers both kinetic and thermal energy. Ceramic and polymer-based armor is useless against charrics, and characters wearing such armor do not add its bonus to Strength rolls to resist damage from them. While metal armor is effective against charrics, contact creates an electrical charge (treat damage from a charric against someone in metal armor as if the charric had been set to "stun"). Some charrics do have a stun setting.